Cyp wrote:On an unrelated note, does anyone happen to know anything about that weird wz2100_bot that seems to keep joining every hosted game?

Yep, this is mine, i recreated the network Protocol in php, the bot connects to the created game on the side of the player, and collects detailed information on the settings of the created game. Like start with base, alliances, energy, scavs, players and their rangs.http://wz2100.euphobos.ru/
Because the master server Protocol is too simple and does not contain the necessary information about created games.
I just don't see another way how I can still conveniently provide information to those who are interested, but who are too lazy to run the game client.

I think it's nice that you made that, I think it would be cool to have that information and game statistics integrated with this web site if possible. It creates an incentive for people to play multiplayer. For about a year I've been using this one http://www.orbitcd.com/wzlobby/ I don't know who made it, I forget. I know Subsentient/Bendid also made a bot to gather game stats too.

As for game simulations, I assume you are using a BASH script to launch WZ with parameters to go directly into game and bypass menus? I've always wondered if that was possible. You can share code with

Spoiler:

bracket we won't be critical. Just curious as to the approach of how this is automated in some fashion.

new: He know, if his ally another BoneCrusher AI, and start way better team play

new: Can play now with settings "Start with bases" and "advanced bases"

new: Support master version of the Warzone2100

tweak: Now can handle not standart start on the maps, where from the start the builders are scattered on the map in different places (like warcon_jungle-T1)

tweak: Now can choose way to play, when enemy start position far or close

tweak: Smarter choose body for produce warriors

tweak: Smarter choose weapons for produce warriors

tweak: Even better play on island maps

tweak: Many tweaks of builders, targets, produce modules

fix: Bug with idle production units in some cases now fixed

fix: Fixed a bug where very little produced medium bodies

fix: Now it does not lag very long at the start of the game with an advanced base

fix: Sometimes wrong determined enemy/spectator on maps with spectators, now the more accuracy detects

fix: Now correctly handles if he himself or an ally has been kicked from the match

fix: Fixed very rarely errors in stdout, where trying build defence off the edge of map

WZ AI T

wzait.png (180.76 KiB) Viewed 1207 times

Note:

All algorithms of the bot work at the level of difficulty HARD+ and game version 3.2+

Some algorithms are disabled on NORMAL, and even more disabled on EASY

Many algorithms don't work in game version 3.1.5 and due this disabled by default on any difficulty level

After long tests and autotests in 3.2+ just before release i found that in 3.1.5 on island map he is play very-very poorly, i don't want to rework again for support 3.1.5, sorry..
...but in other situations in 3.1.5 he plays quite not poorly

I think this is my last work on BoneCrusher with support for the old version of the game 3.1.5

PS: Can some moderators pls add link to DIR of the releases bots to the start topic? Or give me edit access only to this my topic?
BoneCrusher's releases: http://wz2100.euphobos.ru/bonecrusher

Yeah, that's an annoying thing to implement; you need to avoid research and war droid production until you have a reasonable supply of power. I played T3 turtling games a lot back when i was a noob, and i suspect there are more people like me. So i guess it's not worth it to spend too much time coming up with a competitive build order for this setup, simply starting with a power generator and some derricks should be enough for most practical purposes.

Yep, the last working version for wz3.1.5 is BoneCrusher v2.2
I quick look to code, and don't see any problem, it's need more time to investigate why it doesn't work with 3.1.5
Most likely somewhere I forgot to make branches of if-else for 3.1.5 version, and for it functions intended only for 3.2+ work
Maybe some time later i'l fix that.
But at the moment most of the logic of the bot from v2.2 is designed for 3.2+ so I don't think there will be much difference in bot behavior between v2.2 and v2.4+ specifically on the game version 3.1.5
Definitely a BoneCrusher of one version for version 3.2.3 will be much smarter than it self for version 3.1.5